Modern Rendering Culling Techniques
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The most popular blog posts about games & graphics on Hacker News. 193 posts.
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Joris Rijsdijk, Christoph Peters, Michael Weinmann, Ricardo Marroquim. 2026–07 in ACM Transactions on Graphics (Proc. SIGGRAPH) 45, 4. Official version
How to make infinite design variations using Perlin noise fields, a simple generative algorithm.
I've spent the last month adding features and improving performance in z486_MiSTer , mostly working through games from the first half of the 1990s. Looking a few years ahead brought me to another change I wanted to explore: the arrival of 3D graphics cards.
I built a scriptable 3D game engine for the Nintendo DS so you can write and run games directly on the console itself. Written in C using libnds , it compiles to a 100KB .nds ROM that runs at 60 FPS . Features a touch-based code editor on the bottom screen and real-time 3D rendering on the top screen. Ships with a…
Please, feel free to gather better data yourself and prove me wrong. If you do so I'll link to it!
It has been two decades since the video game Max Payne was release on July 23, 2001. The game itself was some incredible homage to The Ma...
Planetfall was yesterday's public release, but of course I've spent the past few weeks concentrating on Infidel. A couple of days I came across the most egregious bug I've yet seen in an Infocom game. This bug is extremely difficult to detect ...
I spent 3 years building Unity games by copying tutorials and stitching forum scripts together. Then an interviewer asked me what Queue<T> was. I could not answer.
Did you ever wonder why explosions and other effects looked so much cooler on the original PlayStation than they did on the Nintendo 64?
Recovering and preserving Crimsonland, the 2003 top-down shooter, through reverse engineering of its original binary.
Sony would like you to know that any reasonable gamer would know that purchasing a game is just licensing a game (Video Games Chronicle), not owning it. And there is truth mixed in with a bold-face…
Edit: Woah, this took off! If you want more details you can subscribe at the bottom of the post or on YouTube. I’m working on a more detailed highlights/commentary post and video. Previously: We got Claude Code playing Factorio, Towards beating Factorio autonomously, and Faketorio: an agent testbed I got GPT-5.6 Sol…
Exploring cyberspace with a thumbstick.
Exploring practical ways to make your game more legible to AI agents and how to make agentic iteration faster.
In the late 80s, I spent an embarrassing number of hours hunched over my ZX Spectrum, typing in Sinclair BASIC programs and rudimentary assembler routines copied from magazines, trying to re-create the Amiga crack intros I’d seen round at a friend’s house. Obviously, they never came even slightly close - but now, many…
Blending the real and digital worlds, once more.
Despite my disappointment with Cities: Skylines 2, I keep coming back to the game from time to time. I can't even control it. It's like a deep inner need....
Making difficulty curves in games - Just Things Made By Dave
One of the first significant things I ever coded in QBasic was a falling snow simulation- I think they're very soothing to watch, fun to customize, and there's lots of possibilities for extra little delight. Here's one I built on idle afternoons over the holidays this year at my parents. Enjoy!
GOG is great. I bought a few old games from them: SimCity 2000, Theme Hospital, Syndicate Plus. And by old games, I mean games from my childhood that still
FROMSOFT has a reputation for diverse and punishing npc encounters across the entire Soulsborne extended series, but the implementation of the AI decision making itself is perhaps unexpectedly low-tech. Since the majority of the code is implemented in Havok Script (A games-oriented Lua implementation from Havok) it’s…
Note: I’ve seen some online chatter about the possibility that the footage shared in this post could be AI generated (which is pretty depressing, but here we are I suppose). I just wanted to …
Apple’s ill-fated Copland operating system is notoriously hard to run on real hardware, and has not previously been available in emulation. Here is the last build, D11E4 from June 1996, in an improved DingusPPC.
In the last post, I got the game’s clouds to look passable. But after looking at it during playtesting, I still wasn’t satisfied with the way the overall picture of how sea, sky and clouds came together. With some small tweaks, things started to look a lot better.
Improving on a timeless recipe
McZee meets a penguin!
In 1998 Looking Glass Studios released the stealth game Thief: The Dark Project . This was just as 3D hardware acceleration was taking off, so due to the development cycle it didn't use hardware acceleration; it was a purely software-rendered game.